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This is very true, as last night's run again made me realise. Charlie and Delta squad colours were very difficult to tell apart for me on a quick glance and I had to ask several times where I was supposed to go (which was a bit embarrassing).

Hell i cant really tell the difference between charlie and non platoon members, ontop of that sometimes i have a hard time seeing if its platoon members and enemies at a quick glance because the yellow/red/orange colours... Really hope the new patch will let me pick something that i can actually reliably identify quickly.

The Vanu standard pistol is a big bag of arse. No idea about the TR one because I'd rather chew my hands off than be a TR, but I've played a little NC with the heroic RPS NC squad (they call me a tourist), and it's laughable how much better their pistol is. Combine a pistol that's actually useful with a default sniper gun that actually kills people, and there's a world of difference between being an NC infiltrator and a Vanu one.

Indeed. Most of my time is played as an NC infiltrator. I find the other infiltrators close to unplayable, their weapons are so feeble. The relatively few times I'm killed by another infiltrator (relative to the number of times they've taken their shot and I've wheeled around and killed them before they can take the other three they'll need to finish me), it's usually a TR one with the burst fire pistol.

The Vanu standard pistol is a big bag of arse. No idea about the TR one because I'd rather chew my hands off than be a TR, but I've played a little NC with the heroic RPS NC squad (they call me a tourist), and it's laughable how much better their pistol is. Combine a pistol that's actually useful with a default sniper gun that actually kills people, and there's a world of difference between being an NC infiltrator and a Vanu one.

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it." - The Conclave

great, so I dont mind putting down 700 SC for it. So a manticore with a laser sight or a silencer, is the question? (no flashlight, thanks)

You can use both, can't you? I haven't got either for mine yet, too busy stuffing certs into explosives and engineer/medic tools. And Magrider. And everything else. That said, I don't think the silencer is worth it unless you spend a lot of time either as an infil or as an LA with a silenced main weapon.

You can use both, can't you? I haven't got either for mine yet, too busy stuffing certs into explosives and engineer/medic tools. And Magrider. And everything else. That said, I don't think the silencer is worth it unless you spend a lot of time either as an infil or as an LA with a silenced main weapon.

well I got the artemis scout rifle for my inf, so I dont really need the pistol that much anymore. So it should be a good backup weapon.

"Quantacat's name is still recognised even if he watches on with detached eyes like Peter Molyneux over a cube in 3D space, staring at it with tears in his eyes, softly whispering... Someday they'll get it." - The Conclave

Bonus of Composite armor for ESF reduced by 5% each rank (10/15/20/25 down from 15/20/25/30)

Base time to reload increased by approximately 25% for tank HE

Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit

Fixed bug with Lightning 100mm AP where its outer radius was set to high

Reduced amount of decelerating that occurs after afterburning

Acceleration of Reaver afterburner increased

Addressing a server memory issue

Flak Mechanics Changes

We now remove the flak projectile when it bursts near an enemy aircraft. Previously the projectile was allowed a chance to continue and strike the aircraft directly, which would deal additional damage (burst damage + direct hit damage). We have increased burst damage to compensate for the loss of direct hit damage. This should result in an overall increase to flak damage and make it more consistent

Skyguard

Flak burst damage increased by 20%

Direct hit damage against infantry and other targets increased

Turret movement is now slightly smoother

Phalanx AA

Flak burst damage increased by 14%

Turret movement is now slightly smoother

MAX Burster

Flak burst damage increased by 6%

Burster projectile adjusted to more reliably hit infantry that are in close range

Direct hits with the MAX Burster can no longer damage the heavy armor of tanks, Sunderers and Phalanx Turrets

Some AA love, indeed! Good changes all around.

I'm somewhat miffed though about the increase in reload time for HE tank guns, but at least that means we now stand a chance against those double barreled Prowlers. And the reduction for nano armour for ESFs makes the case for Stealth even more compelling. But I wish they had also increased bullet velocity for the Skyguard.

I'm somewhat miffed though about the increase in reload time for HE tank guns, but at least that means we now stand a chance against those double barreled Prowlers. And the reduction in nano armour effectiveness for ESFs makes the case for Stealth even more compelling. But I wish they had also increased bullet velocity for the Skyguard.

And I'm curious how the buff vs inf for burster MAXs will play out. Since they seem to be a bit more effective vs inf, it makes sense now to be always traveling with two burster MAXs in a Sunderer. Even if they get surprised by inf, they are still somewhat effective. And the increase in Flak damage means that the moment a mossie or a lib appears, hop out, and let them have it. When attacking a facility, just change to AI MAX.